[v1.0.0] NecroDoom - Ye olde mech-suit mod.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 1778
- Joined: Wed Sep 08, 2010 4:58 pm
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Thanks for fixing the HUD, it looks much better at widescreen resolutions. I agree with the shotgun replacement feeling kind of off, though. It might just be from having rockets that early in, since they seem like they'd be more powerful than they actually are and you'd have a flechette launcher or something instead.
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Herpderp. I'd forgotten I hadn't released a version with the widescreen HUD and arm-shotgun yet. My darn memorybrains are evil-cursed.
The rockets at this point will certainly go down as the game's oddest thing. It's really a spawn/slot-placement thing more than anything else -- you'd use the Chainguns where you'd normally whip out your SSG, but the weapon spawns disagree.
The rockets at this point will certainly go down as the game's oddest thing. It's really a spawn/slot-placement thing more than anything else -- you'd use the Chainguns where you'd normally whip out your SSG, but the weapon spawns disagree.
-
- Posts: 691
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Yeah, in the latest version the arm-shotgun as a backpack replacement for Doom (and for Heretic too I'm assuming) is a real gamechanger for when you're out of ammo but still wanna keep a good distance from the enemy. :O
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Jsut got the shotgun sidearm. It... doesn't alert enemies?
Edit: Also the super shotgun rocket pickup just says I got a pickup.
Edit: Also the super shotgun rocket pickup just says I got a pickup.
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Whew, glad I decided to do a release candidate! I'll get those fixed tonight.
-
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!
Are you going to add lightdefs and replacement sprites for some of the powerups missing them? I have some ideas for some of them and might even throw together some quick little edits for them(I specifically mean soulspheres and megaspheres). Also, since this mod totally works in Zandronum(at least in 3.0 it does), is there any chance of finally getting a player color iteration of the mech sprites before this is shipped?
EDIT:
I decided to do it anyways, hehe. The first one is supposed to be an ablative armor kit, dispersing nanites that gives the suit an extra layer of ablative armor over its hull, doubling the amount of damage the suit can take under fire(hence, the shield icon). The second is a total defensive overhaul kit, which not only fully repairs the suit and gives it an extra layer of ablative armor, but gives it a fully charged shield as well! I'm... not an artist in the slightest and whipped these up in like ten minutes, so apologies if they look like trash. >.>
EDIT:
I decided to do it anyways, hehe. The first one is supposed to be an ablative armor kit, dispersing nanites that gives the suit an extra layer of ablative armor over its hull, doubling the amount of damage the suit can take under fire(hence, the shield icon). The second is a total defensive overhaul kit, which not only fully repairs the suit and gives it an extra layer of ablative armor, but gives it a fully charged shield as well! I'm... not an artist in the slightest and whipped these up in like ten minutes, so apologies if they look like trash. >.>
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!
Hey, good timing on the player color comment -- that's now done! Huzzah!
RC2 is up now!: https://static.angryscience.net/pub/doo ... .0.rc2.pk3
The big updates this time are multiplayer holy shet. On a whim, a few folks tossed up the mod on a Zandro server a week or so back and we played some DM. It was a blast, though the balance was naturally all out of whack. Fortunately, CombinebobNT did a fork of the mod for Zandro which included some much-needed balancing TLC and additional fixes (e.g. LMS support), so with his permission, I've ported over the majority of the changes. The mod ought to be a helluva lot better online now, so give it a whirl!
Welp. Just when I think I'm done with a thing, I find excuses to keep working on it. I want to get off mister Doom's wild ride.
RC2 is up now!: https://static.angryscience.net/pub/doo ... .0.rc2.pk3
The big updates this time are multiplayer holy shet. On a whim, a few folks tossed up the mod on a Zandro server a week or so back and we played some DM. It was a blast, though the balance was naturally all out of whack. Fortunately, CombinebobNT did a fork of the mod for Zandro which included some much-needed balancing TLC and additional fixes (e.g. LMS support), so with his permission, I've ported over the majority of the changes. The mod ought to be a helluva lot better online now, so give it a whirl!
Welp. Just when I think I'm done with a thing, I find excuses to keep working on it. I want to get off mister Doom's wild ride.
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!
Will test first thing tomorrow. Can't wait!
-
- Posts: 165
- Joined: Tue Mar 31, 2015 10:16 pm
-
- Posts: 419
- Joined: Tue Feb 23, 2016 11:59 am
Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!
I really quite like this weapon mods. The only issue I have with it is how the ammo balance can screw with a lot of maps. For example: Some maps rely on you picking up weapons from dead enemies and since that can never happen here you can really get screwed over in a map full of chaingunners and shotgunners and no normal bullet ammo to pick up since the chaingun ammo isn't even shared with the heavy gun ammo. Sometimes it can get REALLY bad when the map just never gives you the gun pickup by itself because it just assumes that you've already picked it up from defeated enemies.
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!
In situations like those you'll need to use the suit as cover while picking them off with your out of suit weapon. It's not much of a fix but it'll work.
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
Re: [v1.0.0] NecroDoom - Ye olde mech-suit mod.
Hey all!
v1.0.0 is finally on /idgames. Dang, I actually finished something. o_O
This release is the same as RC2 except with a new cvar (xa_necro_hidetophud) that hides the top bar on the HUD (here you go, Bob ). There's a keybind for it in the menu too, and it's probably best to use that -- it runs a script to tell the HUD to refresh itself (since Zandro-compat SBARINFO can't check CVARs directly, I had to resort to some good ol' inventory item workarounds). Otherwise you'll need to change maps to get the change to take.
Enjoy, all!
v1.0.0 is finally on /idgames. Dang, I actually finished something. o_O
This release is the same as RC2 except with a new cvar (xa_necro_hidetophud) that hides the top bar on the HUD (here you go, Bob ). There's a keybind for it in the menu too, and it's probably best to use that -- it runs a script to tell the HUD to refresh itself (since Zandro-compat SBARINFO can't check CVARs directly, I had to resort to some good ol' inventory item workarounds). Otherwise you'll need to change maps to get the change to take.
Enjoy, all!
-
- Posts: 691
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [v1.0.0] NecroDoom - Ye olde mech-suit mod.
Congrats on the official release! <3